attribute vec3 a_posL;
attribute vec2 a_uv;
attribute vec3 a_normal;
varying vec2 v_uv;

void main(void)
{
	// Clean up inaccuracies
	vec2 Position;
	Position.xy = sign(a_posL.xy);
	v_uv = Position.xy * 0.5 + 0.5;
	//gl_Position = vec4(a_posL.xy, 0.0, 1.0);
	gl_Position = vec4(a_posL, 1.0);
}